#animation

1 messages Β· Page 42 of 1

old falcon
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Also nice slugcat model, did you make that?

tranquil fable
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i did thanks :D

old falcon
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Very cool!

tranquil fable
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i'm trying to make a 3D rainworld thing

old falcon
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I'll play it.

tranquil fable
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i made some of the other creatures too

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i'd have to ask the devs if they're okay with me handing it out (if i ever complete it) cause it has the game sounds and stuff

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its mainly a learning thing for me

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but it'd be cool to have a little 3D rainworld where you can run around and survive

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i've never made a game before so i'm not sure how far this will go haha

old falcon
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Yeah rain world does use some procedural magic in their animation system, it's great

tranquil fable
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yeah i want to mimic that in 3D

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somehow lol

old falcon
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Good luck! Control Rig is the right tool for that

tranquil fable
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thanks

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i'll have to use the spider tutorial for the dropwig...

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and somehow get it to stick to walls

nimble torrent
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I definitely feel like 'proceduralness' is a slider rather than a switch.

tranquil fable
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i know its gonna take a lot of work

old falcon
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In that case for Rain World it's maxed

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Probably

nimble torrent
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Kind of? I think think a better term for it would be 'environmentally reactive characters'. Because they chose the pace at which rain slug walked, the arc of the jump on the lizard critters. They chose those things, those are authored.

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So... kind of.

old falcon
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Oh, so there's an entire rabbit hole of proceduralness that you can go waaaay down into huh

nimble torrent
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Ish? It's more that most games are in those waters already. A game that controls the upper body of their character to point a gun to follow the mouse - that's procedural. It's a spectrum. Rain World is highly reactive, but the fact that you authored something with float values and sine waves rather than animation sequences seems, to me, to be a difference of scale, not a difference of type.

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But this is both pedantic and silly, so I'll stop.

tranquil fable
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a new problem x")

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now i have to rotate the hips in place somehow

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Until recently, creating character motion was the domain of expensive third party DCC apps. With the release of 4.26, Unreal Engine introduces further refinements to Control Rig: our suite of in editor rigging and animation tools. Whether you are authoring traditional style animation assets via keyframes or driving characters procedurally at run...

β–Ά Play video
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the nodes are a bit different too

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i'm using latest unreal

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I think 5.4.1

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now i've somehow accidentally hidden the controls :(

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i give up for now, its too frustrating :/

nimble torrent
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It's good to take breaks.

viscid willow
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this exactly how i find which axis is correct, especially for aims

nimble torrent
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Oh, 100%, me too.

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You can think about it, or you just bang on it with a stick until it works.

viscid willow
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lmao

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me building control rigs

viscid willow
elfin axle
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anyone know what they mean here by anim slot?

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I cant find a way to set it to 1 or 0

nimble torrent
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They probably mean the Montage slot.

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You have a variety of 'slots' for an animated character that you can play montages to.

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The montages come through the associated 'Slot' nodes in the animation graph.

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(this is not very well surfaced in my opinion)

elfin axle
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hmmm ig

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but the montage slots dont have 0 or 1 values

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or do they?

nimble torrent
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If you're somehow blending them into the other animations, then they could!

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It would be on the blend node, not the slot node, but they are often used in pairs.

elfin axle
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hmmm i see

elfin axle
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alr so

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i found that my montage is going hyper fast, and not transitioning back too well

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and sometimes it works sometimes it doesnt

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the play rate is also like 0.05

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wild stuff

nimble torrent
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Your 'Default Slot' node there is unplugged.

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I'm guessing that's intentional?

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If I had to guess, my guess would be - they're using slots for things in the vast nest of their animation BP, and you playing a montage to that slot outside of the framework they've established is likely causing undefined behavior in the graph.

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This is why you're seeing bizarre or random-looking effects.

elfin axle
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i mean , this is what theyve said i should do lol

nimble torrent
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Neat!

elfin axle
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but yeah really wierd

bronze fable
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My character is basically an upper and lower set of animations. Lower half is all the locomotion stuff, upper half is whatever weapon combo the character has equipped.

Right now my upper half applies a dynamic additive to my lower locomotion half. This works fine, but it's very stiff. The upper half does not pick up arm motion from the locomotion. Is there a way to dynamically add arm swing from the lower half into the upper half? I've tried using alpha values but it doesn't have the intended outcome.

I want to play the upper half animation but add just a smidge of the lower half's arm movements

elfin axle
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all i had to do was delete the curves

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im so proud of myself lmao

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been at at for 15 hours today

viscid willow
# bronze fable My character is basically an upper and lower set of animations. Lower half is al...

Would it be that you want the lower half applied as a dynamic additive to the upper half instead? And by lower half I imagine you'd apply a full body locomotion animation to another full body idle pose.

Youd need a base idle pose and then all your other weapon poses would be some variation of that. That way your locomotion motion will come through your weapon pose and you can weight the arms less or more as you like.

I do think you'll need to split the arms away from the upper body blend for more control.

IIRC this is how ALS is setup and seems to be the way fortnite approaches held items, based on the GDC deep dive they released.

viscid willow
bronze fable
# viscid willow Would it be that you want the lower half applied as a dynamic additive to the up...

Is swapping their order what I need to do to pick up that motion? I can give it a shot.

Yeah, my base layer is full body locomotion. I cache that full body, apply the upper additive, then I blend the additive back onto the full body. I have a number of bone masks I can swap to, one of them is arms-only. I can try that as well.

All my weapon poses are made from the same "brandishing" idle animation. But they're single frame additives and I want to pick up some of the skeletal movement.

viscid willow
# bronze fable Is swapping their order what I need to do to pick up that motion? I can give it ...

Ah yep makes sense!

Yeah I think you wanna apply the additive the other way around. If you do that it means your locomotion is additive to the base pose, so if you have no weapon equipped you will see your locomotion animation as normal. But if you add that dynamic additive motion to a different base pose, you can have different grips and hold poses etc with the locomotion coming through. You'll absolutely need to curate how much the arms are influenced etc

nimble torrent
bronze fable
viscid willow
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That looks correct. Although:

  1. I think you'd want to make the Base Pose for your MeshSpaceAdditive a dynamic sequence player (like you have at the top there) so you change what you're adding to so you can see a difference.

  2. The Base Pose for the Dynamic Additive can be one "universal" base pose which you build your other base poses from so you have a foundation for all your additive calcuations.

  3. I think you'd want the base pose for the layered blend per bone to be the same pose as your MeshSpaceAdditive base pose so that you can use the layered blend a bit like a Mute.

bronze fable
# viscid willow That looks correct. Although: 1) I think you'd want to make the Base Pose for y...
  1. Yeah the top is being cached as UpperArmSequence and used in multiple spots.

  2. So for a dynamic additive, I thought I was supposed to use the current full body pose, which in this case would be the locomotion layer? I can put the idle animation it was made from in there, but I was under the assumption I didnt need to do that (I also barely understand dynamic additives)

  3. I will swap it and try that

viscid willow
# bronze fable 1) Yeah the top is being cached as UpperArmSequence and used in multiple spots. ...

The way I like to think about dynamic additives is it's Additive Pose - Base Pose. So if you apply the result of the Dynamic Additive to the same Base pose you will see no difference, but if you took the Base pose and say, raised the arms, to make an Altered Pose and then took that (Additive Pose - Base Pose) and applied it to the Altered Pose you would see the Additive animation, in your case the locomotion, with the arms raised the same amount as in your Altered Pose.

I hope that makes sense, it's certainly confusing to hold in your head.

tranquil fable
elfin axle
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Thank you guys!!!!

bronze fable
# viscid willow The way I like to think about dynamic additives is it's Additive Pose - Base Pos...

Holy cow. I have been trying to get this to work for WEEKS. I still don't understand exactly what is going on here, but I was able to get this to work the way I wanted. The additive applies the stance and picks up arm swing. THANK YOU.

I'm going to have to add a method for handling injecting the idle pose, but injecting the idle as the base seemed to do the trick. I did have to add a second blend to add that new motion in...I don't know if this is optimal config, but it works

tranquil fable
# tranquil fable

This is what I have for my character's control rig so far, the legs and the hips, but the pelvis gets rotated 90 degrees and i'm not sure how to fix it.

viscid willow
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But if it's working as you expect then leaving it be is also a very good option haha.

bronze fable
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I also have 0 idea what I'm doing lol. Two layered blends shouldn't be too big of an issue, right?

viscid willow
bronze fable
viscid willow
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oh, what if you flipped these?

last plume
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Any ideas why my Animation wouldn't be playing when I drag it into the scene? 5.3

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Its partially playing...

bronze fable
# viscid willow oh, what if you flipped these?

I tried flipped with both the UpperArm and the Idle as the blend pose 0, I get weird behavior on both. One of them is back to static animation with no skeletal additive and the other one is doing something weird with the legs

viscid willow
bronze fable
viscid willow
pliant zodiac
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If you wanna enable an animation post process bp for SKM_Manny_Simple you need to open Skeletal Mesh and under asset details search for Post Process Anim Blueprint and add one (either a custom one or in this case the default one)

last plume
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Animation only affecting head?

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The rest of the body stays in T-Pose.

pliant zodiac
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Does your animation play fully when you open it normally and it is not in the scene?

last plume
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Plays the Animation Player... Not when the game is playing..

pliant zodiac
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Do you use an Animation Blueprint? Or you wanna call it directly

last plume
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Just dragging it into the scene and I can see its not working.

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No Animation BP.

pliant zodiac
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Are those settings checked?

last plume
barren fiber
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anyone knows how to child virtual bones in here

pliant zodiac
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Child them in Control rig or in the Skeletal Mesh editor?

barren fiber
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you cant change them in skeletal mesh editor

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you cant change the locations either like done here

pliant zodiac
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Usually you create them directly in the correct place

barren fiber
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and then you cant move them about

pliant zodiac
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Lemme look

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Let's see if we enable those if we can do that

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Sadly only normal bones but not virtual ones

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I have to little time to look if you can reparent them with a control rig setup

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Guess you can't not even through control rig

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No you have to create them directly how you need them

viscid willow
nimble torrent
# barren fiber and then you cant move them about

There's a very good reason for this. All skinning is done relative to a particular pose. You're storing offsets of the vertices relative to the pose they were in when you initially bound the model to the skeleton.

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So moving them is tricky.

nimble torrent
nimble torrent
boreal thicket
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Not sure if this is programming or animation but….
I Created a blueprint function in a project of mine to replace the player skeletal mesh during runtime, the issue I’m having is that when I the mesh changes in the blueprint, the characters pose resets to an A-Pose. I need it to maintain the previous mesh’s pose after the change,

Any suggestions on how I can get it to keep the animation pose while changing the mesh?

old falcon
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Instead of switching out completely

deep oak
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is these values correct?

peak nacelle
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hey guys, how do i increment a value (cpp equivalent to +=) in control rig scripting? i have the code in the image connected with the forward solve, but it always only prints the value "1"

old falcon
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This works for example.

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Note that my TestFloat is not a local variable

peak nacelle
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thank you πŸ˜„

deep oak
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how can i make the walk animation proper

old falcon
# deep oak

Several ways
You could interpolate your movement speed with a curve instead of linearly to match the animation
But most of the time you would just add additional transitory animations between walk and run and play around with their playrates in the blendspace

deep oak
dusky dust
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is it possible to "layered blend per bone" another montage while one is playing on the loop?

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like this won't work

old falcon
dusky dust
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but still cancel each other

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i mean

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different slots

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ill try with groups

old falcon
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Has to be groups

dusky dust
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doesnt work at all with groups πŸ€”

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my bad, it does

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thanks

old falcon
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πŸ‘

deep oak
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i don't know what i selected but the blendspace become very slow

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animation is fine

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only problem in blendspace

barren fiber
normal hare
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Any idea on how to fix this ?

barren fiber
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near clip in project settings bruv

barren fiber
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vroooooooom

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restart engine

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brutbrutbruuutttttubrutu

normal hare
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what

boreal thicket
barren fiber
normal hare
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Dude what are you saying

barren fiber
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the answer lies deep in my words

normal hare
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near clip plane ? is that a solution ?

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bruh

barren fiber
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we getting close

normal hare
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to what

barren fiber
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to the answer to the mystery of broken eyes

normal hare
barren fiber
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when you finished this quest you get 1 gold coin and an apple

normal hare
# deep oak

Only the animation will change speed if you adjust the rate scale, tell me if it worked

normal hare
barren fiber
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its not that hard

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project setting

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near clip plane

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0.0000000000001

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restart engine

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your brain must be powered by sunflower oil

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Go Project Settings
Search for Near Clip Plane
then put it 0.00001
then restart Engine

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Anyways aswell this is not Animation related.

twilit owl
# barren fiber brutbrutbruuutttttubrutu

i think you've lost your marbles, and your solution is not going to solve the problem he needs help with... IE the broken hand that is not socketed correctly to the gun.

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the problem he is trying to get you to solve is the gun clipping through the camera/viewport. depicted here in your screenshot.

misty dagger
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Could someone please tell me why the anim notify isn't firing? Did I do something wrong?

normal hare
normal hare
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and?

barren fiber
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there is multiple ways of doing so, 10 that are shit and one i know that works

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its a lot of math

normal hare
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What is the one ?

barren fiber
twilit owl
normal hare
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this number or this 0.0000000000001

barren fiber
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it dont matter

normal hare
normal hare
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i appreciate it

old falcon
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IK finger placement on weapons, yay βœ… or nay ❌?
Fingers clipping into the weapon kind of bothers me, but I don't want to statically animate all those finger poses.
But at the same time I feel like doing 10 IK calcs for every character is a bit overkill? Even if it runs on a worker thread

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Would appreciate if someone has a better alternative

normal hare
old falcon
twilit owl
old falcon
kindred wedge
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Thanks @old falcon ❀️

old falcon
twilit owl
# old falcon It's for a 3rd person action game, so I doubt it's really visible unless you go ...

in that case i would say look at how much time you might need to do it perfect. now see how well you can make it in about 10% of that, and see if its going to be enough of a problem to warrant actually putting in that much extra time. thats generally my approach to smaller details. in many cases putting in about 10% of the time and work for those sorts of problems takes out the majority of what is easily perceivable. and make a note of further ways to improve it in the future if desired. so if you havent worked on this in months or maybe even years, you can pick it up and work on it in a shorter period of time.

old falcon
normal hare
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Can i do two sockets for one weapon ?

old falcon
normal hare
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bc currently only one hand holding the gun

old falcon
# normal hare yes

You can with IK, but you wouldn't use 2 SkeletalMesh sockets for that. I recommend 1 SkeletalMesh socket to attach your gun (e.g. on your right hand) and a StaticMesh/SkeletalMesh socket on the gun itself to IK your left hand to

normal hare
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ngl idk how to do that

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im new to unreal and still learning

old falcon
# normal hare ngl idk how to do that

Basically you can use special IK nodes in Animation Blueprint to handle that, or you can use Control Rig. Personally I prefer control rig because it gives you more agency, at the cost of higher complexity though.

There's plenty resources online for IK if you search "ue5 hand IK"
If you have questions or problems feel free to pop in here!

barren fiber
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you should probally just animate the hands doing so

nimble torrent
nimble torrent
old falcon
old falcon
nimble torrent
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You're almost certainly going to need custom reload animations anyway so...

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Like...

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That is the cost of variety!

barren fiber
old falcon
nimble torrent
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(alternatively, you can use a weapon bone and two ik hand bones, and then ik to those - this is generally a less expensive way to do a lot of things with traditional gun animation systems)

nimble torrent
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I don't know the level of quality you're aiming for, but generally speaking - you need custom reloads.

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You can get away with a lot, but those tend to be extremely specific and identifiable actions.

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They're also pretty quick - they don't tend to be a ton of work.

barren fiber
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i would love to see this work though

barren fiber
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i have to go

old falcon
old falcon
tranquil lark
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On this topic of many weapons. I've yet to be able to work out a system where different characters can all hold the same weapons cleanly. Maybe it is because the hands aren't all the same size. I have 6 characters, of different genders. Maybe I just need to bite the bullet (heh) and have a male hand pose and a female hand pose. Then make sure all characters adhere to that hand size.

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That's not even counting the character size differences πŸ˜… (luckily I don't really have that, but a future character might!)

old falcon
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Yeah that's another thing I've been meaning to mend by using IK a lot. My current setup works well for hand/wrist placements for any character and any weapon/prop, but I realize it's too much to also include the fingers the same way.

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If I find a decent solution for the fingers I'll post it here for feedback :p

dense trellis
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It works by fixing the calculations at their core on the client, rather than replicating the trajectory itself across the server. Ultimately, this results in lower network load and much more responsive trajectory on all clients, as opposed to a solution where you replicate the entire trajectory.

tiny matrix
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hello, i'm making a first person game that has no character
you can still hold various weapons (a bit like minecraft, where theyre just floating), and i was wondering how i would tackle animating them
for example, let's say there is a sword and a bow the player can use

what would be a good solution to developing a system that is able to animate both without creating a mess?
i'm not sure how to use skeletal meshes in this case since theyre single items that need to be animated around a nonexistent character
i did try in the past, making animations in blender and importing them but it was a mess getting them working
the animations had to be already offset in blender and even getting them to work in unreal was weird

im fine with animating with timelines, it would be more than fine for my scope
but i''d like to know if anyone knows of a better, perhaps more efficient or organized solution

old falcon
tiny matrix
old falcon
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Just have a single vertex assigned to a full skeleton. You'll have the full power of a skeletal mesh without anything being visible

lunar scarab
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anyone here a teacher?

old falcon
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Then just attach your weapons to sockets on the skeleton and animate away

tiny matrix
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oh! so like animating a character's arms without anything being visible?

old falcon
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Yep!

tiny matrix
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i see, very cool

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i'll try that, thank you!

tranquil lark
old falcon
tranquil fable
nimble torrent
nimble torrent
potent fern
bold hemlock
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Hey folks, I'm having trouble with getting my ABPs to work with AI Behavior Trees. I have an AI tree that chases the player, that works fine. I have an ABP that when it's controlled by a player controller, works fine.

But together, the animations don't play, the character stays in idle pose while skating along and snap-rotating.

old falcon
bold hemlock
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Yeah same, it's kind of a both situation

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the ai works fine, so I figured it's in animation since the only issue is the animation

old falcon
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If you post screenshots I'm sure we can help

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Like if you have a state machine that would be good to see

bold hemlock
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The slug is my own ABP , I put manny in also so that I could be sure it wasn't something inherently wrong with how I made mine

old falcon
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Looks rad btw

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Need to see your ABP state machine though πŸ™‚

bold hemlock
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Ah sorry, this is just default manny. He looks like this:

old falcon
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Oh, using the same one then!

bold hemlock
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Well, manny is also having the issue, so if I fix him working in this, I figure I can fix the other ones we have made aha

old falcon
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Uh, what does the BTT chase player do?

bold hemlock
old falcon
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And that walk speed then feeds into what? CharacterMovementComponent?

bold hemlock
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Correct!

old falcon
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Hm, I'd assume manny fetches exactly that in the ABP

bold hemlock
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Same πŸ˜…

old falcon
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Can you check in the ABP's update function?

nimble torrent
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Without it, I don't think AI's calculate their velocities.

old falcon
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Huh

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Good to know

bold hemlock
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Hmmmm taking a look! (to both)

old falcon
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What an awkward thing to have a setting for

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Curiously, PawnMovementComponent functions without it

nimble torrent
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Gah, I can't remember the actual name of the parameter.

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Sorry.

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You're using Manny's animation BP, right?

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This forum post might be useful.

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I didn't ask - but have you tried just plugging a run animation directly into the output node of the animation BP?

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If that works, then the problem is internal to the animbp, rather than external (the AnimBP itself is not being told to play)

hollow saddle
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Is it possible to advance an animation that is currently played in ABP state machine (not a montage so no jump to section i guess) to some specific time or even better - to some specific anim notify state? I need to advance my attack animation which has 3 anim notify states set up in anim sequences (wind up, release, recover) to recover state in case of the attack was blocked.

inb4 split anim sequence into 3 sub sequences, use anim montages - I know all of these, but currently I'm looking for a solution specific to anim sequences in ABP state machine graph

nimble torrent
bold hemlock
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Sorry getting behind while I try to check things haha. Yes this is manny's animation BP, I can check "IsMoving" and he does a run although in play preview he's still standing still even after compiling

nimble torrent
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And you could trigger the state changes using the notifies.

hollow saddle
nimble torrent
hollow saddle
nimble torrent
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Notifies give you events, you could use the events to modify state in your animation BP to cause a state machine to change.

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It's inefficient and cludgy compared to the montage method, which is much better, but it is hypothetically possible.

bold hemlock
hollow saddle
nimble torrent
nimble torrent
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If you need to move the animation forward (I definitely do not suggest this as a method, there are many better ways) one could, hypothetically control the current playback position with a float value as well, that you accumulate time to using deltatime.

old falcon
nimble torrent
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Yeah, this hypothetical is weird. Unreal has a solution to this. It's montages.

hollow saddle
hollow saddle
nimble torrent
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It's not tricky.

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Just cludgy as heck.

quiet egret
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So I'm trying to create an IK rig and I tried a few different goal solutions, seems like the Auto Create IK works fine for everything except foot movement. Any clue why my character's knee and bottom leg is shifting entirely to the right when my foot goes up? I'm pretty confused about this result

old falcon
bold hemlock
# nimble torrent

Ah, okay. So, we're getting somewhere with this! (Sorry it took me so long to try it specifically, went down a false rabbithole).
This DOES work to get him walking, but the turning spline stuff for nice rotation does not happen, he snaps hard.

nimble torrent
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Also, montages can have multiple tracks, that you can access individually.

hollow saddle
# nimble torrent Just cludgy as heck.

the problem with this approach is i'd have to accumulate somewhere animation playtime AND somehow mark the timing of the recovery phase manually for each attack animation and I have quite a few of them

quiet egret
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also

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it's very fucking annoying ctrl z undos your editor action rather than movement action

bold hemlock
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So this means movement component get current acceleration is returning false

hollow saddle
nimble torrent
old falcon
nimble torrent
old falcon
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I mean if you have a good reason, sure! I like to roll my own stuff too
But that really does seem painful

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Especially considering the engine kind of expects you to use them in several places

hollow saddle
bold hemlock
nimble torrent
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It's hypothetically doable. You just need to chop your animations really fine, and use a lot of state to track what is happening.

nimble torrent
quiet egret
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Okay so I have a somewhat new issue that's been existing but I haven't got around to really solving it. As you might notice, when I move parts of my character the pants and shirts sort of ignore some of the skin collisions? What do I need to configure for my character's skin/mesh so the three separate materials collide with each other? i.e., clothing top collides with skin and clothing bottom collides with skin too

nimble torrent
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So if you don't want his body to clip through his clothes - the traditional method is to create a version of his body with those polygons under his clothes that clip removed.

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So like, you'd have a version of his body with just his hands and feet in your case.

quiet egret
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so git rid of all his skin besides the feet, hands, and exposed parts?

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that doesn't really sound right

nimble torrent
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That's the traditional way!

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Most characters do not have geometry under their clothes.

old falcon
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That's not simulated cloth, right?

quiet egret
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seems like that'll make it harder for custom clothes later on

nimble torrent
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It also saves you polygons.

nimble torrent
quiet egret
nimble torrent
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The arms to the wrist, to the elbow, to the shoulder, etc.

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And those are often connected to customizable clothing.

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Now, there are cloth simulations but you almost certainly do not want to be messing with them right now.

#

They are not the simple solution.

#

The correct thing to do, it do the cuts.

old falcon
#

I'm not sure how to handle physics cloth then. Won't the cloth just drop through the body if there are no verts? Never worked with it before

nimble torrent
#

Physics cloth, in unreal, with only one complicated exception, do not collide with meshes.

#

They collide with physics capsules in the physics asset.

old falcon
#

Oooh

nimble torrent
#

To collide with an actual mesh is vastly more computationally expensive.

quiet egret
#

I think the more traditional way is to create different LODs of the skin anyways, not delete the entire unexposed parts

nimble torrent
#

You are incorrect.

#

That is wrong.

quiet egret
#

Ok?

#

Why so hostile lol

nimble torrent
#

I'm not trying to be hostile, sorry. You can do what you want. Have fun.

quiet egret
#

Wow alright

nimble torrent
#

They would.

quiet egret
# old falcon Wouldn't LODs still clip?

Well yeah, but dependeing on the LOD resolution and detail it should be less so as players are further away, but you can still gradually simulate more of the physics as the players get closer. Like "adding" more skin vertices for better cloth physics

old falcon
#

Don't see a solution to the clipping there tbh

quiet egret
#

That's why I'm asking specifically about skin collision so the cloth doesn't clip through and stays on top

nimble torrent
#

That's... there are cloth simulations, but they are neither automatic, free, easy to implement, or designed to do what you are talking about.

old falcon
quiet egret
#

collision bodies for the skin, then apply that to the mesh

bold hemlock
# bold hemlock Ah, okay. So, we're getting somewhere with this! (Sorry it took me so long to tr...

augggh i did it, okay, for posterity, this is a balance between a few things.

  1. On the Character blueprint, in Pawn Settings, Use Controller Rotation Yaw must be disabled unlike when you are actually controlling it with a controller. So if you want a version you can possess, this will have to change between possessions and ai BTTs controlling it.
  2. On the Character blueprint, in the Character Movement Component settings,
    Orient Rotation to Movement must be unchecked,
    Use Controller Desired Rotation must be checked,
    Use Acceleration for Paths must be checked
    the Z Rotation Rate to be within a tolerance specific to your animation, for manny, I found 200 to be alright. Too low, he won't trigger the rotate animation, too fast, he'll snap to.

Why is a guess from me, but the Ai BTTask MoveTo and Rotation both appear to give no velocity or rotation data to the CMC for whatever reason.

Manny by default has almost all of those listed settings not capable of using this, btw, since these settings essentially disable the way that an input controller would feed it data.

nimble torrent
#

I mean - good data, but yikes.

tranquil fable
#

so I'm trying to follow this tutorial (it's french but subtitles are english)

https://youtu.be/MgujyPVJfL0?si=NCrtD0PXiaM4cVS9&t=1111

but i have a problem, the video is 3 years old and the nodes are different. I tried to find the right nodes but I keep getting an error with the "at index" in the array

"Array Index Out of Bounds (count 2)"

What am I doing wrong or does this just not work right anymore??? (disconnected the nodes because it causes my spine controls to irreversibly bug out of position)

Tout savoir sur Control Rig pour crΓ©er 1 animation du mannequin et de tes propres personnages directement sur Unreal Engine 4.

πŸ”₯ Ma Formation pour π——π—²π˜ƒπ—²π—»π—Άπ—Ώ π—”π˜‚π˜π—Όπ—»π—Όπ—Ίπ—² π˜€π˜‚π—Ώ π—¨π—˜πŸ± est dispo : https://bit.ly/creajv-pro-details

πŸ“ŒCHAPITRESπŸ“Œ
00:00 Control Rig UE4, c'est quoi ?
00:45 Comment fonctionne Control Rig?
01:40 Activation du plugin Control Rig
02...

β–Ά Play video
nimble torrent
#

So you're list has five things in it, and you're asking "Please give me the sixth thing."

#

That's what it means.

tranquil fable
#

oh... hmm

nimble torrent
#

In your case, you're using two arrays.

tranquil fable
#

how come he didn't get the same error?

nimble torrent
#

You're looping through the array you 'Made' with 'Make Array' but you're getting from the Children array.

#

So my guess is, there are fewer children then there are in the array you made with 'Make Array'.

tranquil fable
#

uhh hmmm

nimble torrent
#

You generally speaking want to loop and get from the same array.

tranquil fable
#

oh?

nimble torrent
#

Or you want some other kind of association structure.

tranquil fable
#

how would i get the controls though?

#

one array is for the bones and the other for the controls

nimble torrent
#

Right now you have a dynamic array, the 'children', and a static array the one you made.

#

You could get the bone by name. You could associate them using metadata, if you're generating the controls in the On Construct event.

tranquil fable
#

could i do a similar thing to getting the bones but with the controls instead? They're not going to change so it wouldn't need to be dynamic?

#

or would it mess up when i finally add the arms?

tranquil fable
#

nice! I think i'll do that

#

weird... not sure if i should even do this because it makes the controls non-movable πŸ˜…

#

and its still bugging out

nimble torrent
#

I think you'd usually do it backwards.

#

So the controls should move the bones, not the other way around.

tranquil fable
#

oh

#

right

#

there we go πŸ˜‚

nimble torrent
tranquil fable
#

WAIT NO IT'S BUGGING OUT AGAIN 😭

#

it keeps changing

#

like messing up different parts of the body

#

being chaotic

#

I think i should just not do this part of the tutorial x"D

#

first it messed up the legs then i tried to compile again then it looked like above

#

without me changing anything

#

so its bugging out too much to do it

nimble torrent
#

That sounds like something that might be a cycle.

#

So something might be feeding into itself somehow.

tranquil fable
#

i'm not even sure what the guy was trying to do now

#

or if it was nessecary to do it this way

#

if the controls are already parented to themselves doesn't that make this redundent? and maybe also the cause of the weird bug?

#

guess i'm using these again xD

lusty venture
# quiet egret I think the more traditional way is to create different LODs of the skin anyways...

"traditional way" is a bit of a weird way to think about it, but for the games i've worked on we do actually end up deleting entire unexposed parts of the meshes. squishy is right where it's way more expensive to have to run cloth sim on the entire shirt and pants mesh like you have in your screenshot - we cut meshes that are hidden and only simulate cloth on certain parts of clothing, like drapey capes or the very bottom of jackets/shirts/pants

#

when it comes to LODs, at the point where we have to LOD down we usually also turn off the cloth sim because it's expensive

quiet egret
lusty venture
#

no that's what i mean, you end up deleting as much of the unexposed skin mesh as possible

viscid willow
#

☝️ this

lusty venture
#

this is what we have for one of our characters, and the only part that is cloth simmed is the bottom of her jacket

viscid willow
#

saves you poly's + saves you work when skinning/weight painting to avoid clipping.

if you cant see the poly's consider deleting them

mellow storm
#

does anyone know of a good pipeline for managing animation branches?
holding down the same attack button in a game has 3 possible animation outcomes, i want to be able to edit 1 and see the change in 3 as well

#

not particularly unreal related, working in blender for ue

lusty venture
#

this is quite tricky - have you used animation layers in sequencer for ue? you could export animations into unreal and do tweaks in there?

#

not really an ideal way of editing though πŸ€”

old falcon
# mellow storm

Right now natively in the engine I think there really is only Montages & Notifies/NotifyStates. The actual logic would need to be implement by you afaik

#

Unless you're doing it all in one big anim state machine

#

Which can be tricky

#

You can check out some of the plugins on the marketplace to get inspiration for this

mellow storm
#

i meant more in blender or maya, if anyone has any ideas or past experience managing thus scenario

old falcon
#

Oh ok, sorry about that. I need to get some sleep

viscid willow
#

Big long timeline in maya πŸ˜…

lusty venture
#

my workflow is in motionbuilder and i would put everything into a story mode take to view each animation and the transitions

mellow storm
#

ill def check out this addon!

viscid willow
#

Yes ☝️ this makes the NLA editor much easier to manage.

When I've done attack sequences in Maya I animated the attack in sequence, each one back to back, even if there are holds and early outs etc. I would then copy the animation from the attack and move it to another section of the timeline from which I would build the return to Idle or the hold etc. I did this so my attack flowed nicely as a chain of animations and any breaks are additional. And since it's one timeline I can easily use the game exporter to export all my sequences (we have a handy tool now that does that and also turns layers on and off per export, very useful).

If I were doing this now I would probably use layers in Blender for the holds etc, and the NLA editor makes it easy to export the assets per NLA track.

I dont know if there's a way that you can have the changes propagate like you mentioned, unless you can copy an NLA track like it's a data block so it will update all of the instances if you make changes to one (AFAIK the animation data blocks are changing siginificantly in future updates).

nimble torrent
#

This is one of those things that I used an adjustment blend for, but I never really managed to fully automate it. It always required an animator to use it.

tiny matrix
mellow storm
#

action 1, action 2, action 3

#

and i have them set up in the NLA with 2 on top of 1, 3 on top of 2

#

then if i want to work on 1, i hide the rest

#

enable 2 to override the sections so the animation becomes
startup1, hold1, hold2, release2

#

so im wondering if thered any known workflow for animation these branched animation paths

mellow storm
#

my only fear is that changes in one place now need to be copied over every time. ill investigate and brainstorm a little morr

viscid willow
#

yeah tbh that was just part of managing the scene, at least for me, when working on those assets

mellow storm
viscid willow
#

np πŸ‘ if you come up with some cool new way of doing it please let me know πŸ˜… I fear I will become stuck in my ways

tranquil fable
tiny matrix
tranquil fable
#

gonna try to lol

tiny matrix
#

very cool

tranquil fable
#

i've never made a game before but this is fun (kinda)

tiny matrix
#

im sure you'll learn in no time

tranquil fable
#

i made other models too like the scavengers and the dropwig

#

not sure how i will make dropwig run on walls lol

tiny matrix
#

heh, good luck with that

last plume
#

Trying this again... My UE5 animation will not play when dragged into the editor. Only the head is animating?

lusty venture
#

are you using metahuman?

last plume
#

No, it has been retargeted though...

#

And it Animates in the Animation Player...

viscid willow
last plume
#

Ya, just a second...

nimble torrent
#

Are you just dragging the sequence itself into the map?

last plume
#

Dragging Animation Sequence...

#

Only the head seems to be Animating...

nimble torrent
#

Well, you've definitely got some kind of retargetting artifact going on with the root, independent of the playback issue. Your character should not be embedded in the plane of the preview window.

#

What happens if you show bones?

#

(type 'ShowDebug Bones' in the command line while playing in the editor)

#

It'll be interesting to see if the bones are moving and the mesh is static, or if the bones are also static.

last plume
#

I adjusted all the IK's and the Root down so the feet would touch the ground while animating. Before they were about 30 in the air.

nimble torrent
last plume
#

Did the same with the Jog, but it works.

nimble torrent
#

I think you would have been better off moving the character's pelvis up rather than moving the character down into the floor.

#

I expect that to cause various shenanigans.

last plume
#

When I play the Animation in the Retargeter, the Character is on the Ground?

nimble torrent
#

Is it?

last plume
#

Here its in the Ground.

nimble torrent
#

OK, sure, but this is a toy scenario - and the like future shenanigans for having a negative value on the root's position are unrelated.

last plume
nimble torrent
#

You're likely to have two problems.

#

Or more.

#

I would expect more.

#

How did the showing the bones thing work?

last plume
#

Retargeter?

nimble torrent
#

No. This.

last plume
nimble torrent
#

OK, but that's in the retargeter.

last plume
#

Retargeter...

nimble torrent
#

What about the level?

last plume
#

One sec..

nimble torrent
#

The retargeter definitely shows a problem. Your root isn't retargeting properly.

last plume
nimble torrent
#

OK, neat. So that's still not in the level.

#

What about the level?

last plume
#

How do I show bones?

nimble torrent
#

Hit the tild button while the game is playing. It should bring up a console.

#

Type 'ShowDebug Bones' into that console.

last plume
#

Not working? Comand isn't working?

nimble torrent
#

That's interesting.

last plume
nimble torrent
#

I don't know if that's the correct console.

#

One moment.

#

What about an animation blueprint?

#

Also - where you did you get your mesh from?

#

Does the animation play correctly in an animation blueprint?

last plume
#

I not using ABP.

nimble torrent
#

OK, what about trying that as a test? The results might be interesting.

last plume
#

CC4

nimble torrent
#

Haven't heard of CC4. What's that?

last plume
#

Character Creator 4

nimble torrent
#

Yeah, haven't heard of that one.

last plume
#

Similar to the UE one...

nimble torrent
#

Is it good?

last plume
#

It exports to UE4 like SK.

#

But its seems good.

viscid willow
last plume
#

Why is it working on the player?

nimble torrent
#

I haven't used the retargetter much, which I'm realizing is a big gap in my knowledge.

last plume
#

Let me try ABP...

nimble torrent
#

At this point, we don't know what's going on. Your result appears irrational - if a skeleton can play an animation in the animation player, it usually can do that at runtime too.

#

So, right now, we're just asking relatively random questions, to poke at the situation to see if anything interesting falls out.

#

Because, on it's face, your problem appears to be without cause.

last plume
#

Doesn't show in the BP Preview Window at All... But the Jog works fine...

nimble torrent
#

As I suspected, you were typing in the wrong console my friend.

#

You need to run the game in the editor first.

#

Then hit tild.

#

Also, apparently, UE5 changed the name.

#

It's now 'showflag.bones 1'

#

Or 'showflag.bones 0' to turn it off.

nimble torrent
#

That's an odd result!

last plume
#

Yes...

#

After the compile...

viscid willow
# nimble torrent Yeah, that's my guess too.

even with out the IK retargeter, you should be able to get the character animated with their feet on the ground, I think Animaiton Scaled or Orient and Scale is the required setting for the pelvis

nimble torrent
#

OK, well - that's interesting. Look like the problem is animation related, and not a mesh problem.

#

So that's one area of exploration curtailed.

nimble torrent
# last plume Yes...

Could you show a screenshot of what your animation BP looked like without the character present due to the animation being plugged into the output node?

last plume
#

Jog...

#

Idle

nimble torrent
#

Huh. OK.

#

Well I suspect that animation is super broken.

#

Not sure how. Not sure why.

#

I recommend deleting it, and retargetting it again.

#

Ideally following battz notes from above.

last plume
#

"I think Animaiton Scaled or Orient and Scale is the required setting for the pelvis"

Notice how the source isn't on the ground...

nimble torrent
#

Interesting. Does the root have a translation offset when you look at it?

#

That animation also looks a little weird. IK's all over the place. The guns shot off into space.

last plume
#

I think its just for the Target.

viscid willow
# last plume

i've certainly seen animation sequences floating in editor before, and I wouldnt put too much stock in that being the issue. Because, the floor tries to offset itself in the viewport to avoid clipping. Notice how the floor is actually aligned to the other character's feet

#

in the scene setup menu there are floor settings

last plume
viscid willow
nimble torrent
#

I also suspect that that is not the source animation. That it's already been retargeted from somewhere.

nimble torrent
#

I do sometimes wonder how aware people are that animations are copyrighted.

#

Like - you can't just use them.

#

You can get in trouble for using animations you don't own.

last plume
#

That Belica for UE.

nimble torrent
#

There was a dark souls-like that came out recently who used animations they bought in good faith - but they turned out to be ripped from other games.

#

Like - the people who made the animation pack were the crooked ones.

#

Got them in a heap of trouble though.

last plume
#

It's Epic Free Collection...

nimble torrent
#

Good to know.

last plume
#

Found a few mapping issues... Trying again..

nimble torrent
viscid willow
nimble torrent
#

They replaced them, but it certainly wrecked their reputation and their search results.

last plume
#

@viscid willow "I think Animaiton Scaled or Orient and Scale is the required setting for the pelvis"

Can you set this in UE5.3?

#

Here is my mapping:

viscid willow
last plume
#

There are no IK's in the Source... Does that matter?

vernal echo
#

Is there a way to make for example I want to make a new animation starting at the idle animation pose how could I do that?

#

I can't even seem to get the idle anim to play in the sequencer

nimble torrent
# vernal echo Is there a way to make for example I want to make a new animation starting at th...

Well, you'd probably do something like this:

Epic Developer Community

Enable Animation Mode to provide an animator-friendly workspace and tools in Unreal Engine.

vernal echo
#

thank you, how do you bake the animation onto the rig

#

I've added the animation to the sequence but it doesnt play. Sorry I havent done much with sequencer. I've made a driving pose thats about it

nimble torrent
#

Well, first you have get the animation onto the character. The way I've done it is:

  • drag the character mesh into the scene
  • click the 'track' button, then 'actor to sequences', then selection your animation

That should get your character into the sequence, and animating.

#

When you do that, what happens?

vernal echo
#

nothing happens when i play

#

ive done that

nimble torrent
#

OK, do you see the keys in the sequencer?

#

Do you see the track?

vernal echo
nimble torrent
#

Well, I see a control rig.

#

I wouldn't see that using my method.

#

Not at that point.

#

Because I drag the skeletal mesh into the scene.

#

Not the control rig.

vernal echo
#

ahh that makes sense lol

#

is the control rig poses different from regular poses?

nimble torrent
#

Yeah, they're a separate tool.

#

And separate data.

vernal echo
#

okay

nimble torrent
#

I wouldn't be surprised if there were a way of extracting poses from a pose asset into the control rig - but if there is... I don't know it.

vernal echo
#

okay so how do I bake it

nimble torrent
#

I don't have unreal open, but right now, you can see the character, they are animating as desired, they do not have the control rig visible - right?

vernal echo
#

yes, well I have a control rig in the scene but not using for the sequence

nimble torrent
#

OK, you click on the +Track button on the existing animation track and then click 'Control Rig' and then choose the control rig you'd like to use.

#

That should do it.

vernal echo
#

here?

nimble torrent
#

Looks correct to me!

vernal echo
#

the idle doesnt play anymore

#

he went back to a pose

nimble torrent
#

Interesting.

#

That's not been my experience.

#

Which control rig did you choose?

vernal echo
#

body

nimble torrent
#

I'm not 100% sure that's the correct one.

#

I think that might be one used for animation dynamics.

vernal echo
#

wouldnt that be the procedural one

nimble torrent
#

Entirely possible.

#

Again - don't have the editor open.

#

But my suggestion would be - try other control rigs!

vernal echo
#

the procedural one it plays again but theres no controls

nimble torrent
#

That also makes sense. The procedural one is reading from the skeleton.

#

Not useful for you though.

#

But it does tell us that Body was probably the wrong one.

#

If I remember correctly, I think it was just CR_Mannequin

#

No addendum.

vernal echo
#

that doesn't exist

nimble torrent
#

All right. I must have remembered wrong.

#

OK, well I loaded up the engine and I guess it is body.

#

One sec.

vernal echo
#

it should be the same id imagine but im using the lyra skeleton

#

might be an issue?

nimble torrent
#

It could be, but I'm also experiencing a similar issue. One moment.

vernal echo
#

I see the option to bake to control rig. was that the next step?

nimble torrent
#

Yeah, OK. That's just me being dumb.

#

You don't use the "Track +" button to add a control rig track.

#

You do that if you want to make a new animation.

#

You use 'Bake to Control Rig'.

#

Then it will pop up a window with baking options (the defaults should be fine) then it should work.

vernal echo
#

so remove the cr and then click that?

#

or keep it in

nimble torrent
#

I believe if you keep it in, it will not work.

#

But I haven't tested that.

#

If you do, let me know.

vernal echo
#

It seems to have worked

nimble torrent
#

Success!

vernal echo
#

so I would delete the keyframes to one?

#

the create pose is grayed out

nimble torrent
#

That's not what I suggested. You could do that, but I would use the pose system.

#

I haven't much experience with it, so I'm going to have to let you google that to figure out how to do it.

vernal echo
#

Theres a forum post of someone saying its grayed out in 5.3

#

so idk lol

nimble torrent
#

If you can't get the pose system to work, your idea of the deleting the keys would also let you get started.

vernal echo
#

i deleted the keys and it became enabled so I think ill figure it

#

out

#

you have to select each individual key i suppose

nimble torrent
#

That seems extremely slow and unlikely to be true.

vernal echo
#

I mean instead of selecting the cr in list you select the keys. I dont literally mean selecting them one by one lol

last plume
#

I've discovered the the Paragon Belica Idle Animation is NOT working in my project with the source Mesh... I'm going to create another project to test...

#

No, not working... And this animation is the only one that's a different color below... What does that mean?

vernal echo
#

its an aim offset?

last plume
#

Meaning?

vernal echo
#

its like a blendspace

#

but for aiming

last plume
#

You're talking about "Idle", right?

vernal echo
#

you said the one thats a different color

#

i see what you mean now tho lol

sharp linden
#

Hey folks, anyone knows how to deal with skeleton modularity? That is, let's say mannequin will have two skins, for one it will have holster on one side, for the other it will have holster on the other, for third there will be no holster at all. They all are supposed to be based on one skeleton.

vernal echo
#

thats just the background tho. hows it broken?

last plume
#

Look at the pose above.

vernal echo
#

thats just the thumbnail

last plume
#

Well, that animation doesn't seem to be working on a stock project.

#

Clearly, the wrong pose... I must be missing something...

#

Here the in-game version:

#

FYI... I thumbnail color changes if its in use... lol

#

Maybe, its the wrong idle animation... Going to bed.. Please ping me if you reply... Thanks... πŸ™‚

vernal echo
#

It looks like there's a foot ik. I'd look how their anim bp is setup

#

and the control rig

#

or something

last plume
#

The one on the right?

#

The T-Pose one..

vernal echo
#

im confused what your problem is?

#

then

#

or what youre trying to do or what

last plume
#

The T-Pose version is suppose to be an idle...

vernal echo
#

ohh okay

last plume
#

MAybe I have this wrong... Time to sleep... I give up for tonight... πŸ™‚

#

Update: I used the wrong Animation, it should have been "Idle - Relaxed"... Not "Idle"... Two nights+ wasted... Now I'm going to bed... 😒

viscid willow
# sharp linden Hey folks, anyone knows how to deal with skeleton modularity? That is, let's say...

If you're intending to make a modular character then ideally you would have a single base skeleton yes and then your skins/modules are different skeletal meshes which adhere to that same skeleton definition. You can adjust proportions (within reason) and add new bones so long as you dont insert bones into the original hierarchy, so you couldn't go in and add extra spine bones for example.

New bones are typically referred to as leaf bones because you're adding them like a leaf would attach to a twig, the branches dont change but the leaves can come and go.

viscid willow
# sharp linden Hey folks, anyone knows how to deal with skeleton modularity? That is, let's say...

This video has a bit of insight into the way fortnite handles modular characters:
https://youtu.be/Zwc9uuOYfFg?si=bbDD4kD7mQqCk0do

Epic Games' Animation Programmer Jurre de Baare recaps all of the animation features built for Unreal Engine over the past year, including those created for Fortnite that have made their way back into the tools. In this presentation from Unreal Fest Europe 2019, you'll learn how new features and upgrades have been battle-tested to improve animat...

β–Ά Play video
sharp linden
nimble torrent
#

That will break lots of things.

viscid willow
delicate totem
#

Does anyone use to set one Sequence Player Acror and change the sequence based on events in any occasion?

viscid willow
delicate totem
nimble torrent
#

Oh boy, yeah.

delicate totem
#

Btw not in PIE but when the game is built, it crashes when I stop the sequence, change the Sequence in Sequence Player Actor and Play. I tried that in another empty project with no tracks at all and still crashes so that sounds like a bug to me

#

Anyone experiencing the same with 5.4/5.4.1?

nimble torrent
#

I haven't heard of that particular bug, but it's an unusual use-case you're using level sequences for.

viscid willow
# delicate totem Btw not in PIE but when the game is built, it crashes when I stop the sequence, ...

Could be a bug, but I think you should look into Montages for your use case: https://dev.epicgames.com/documentation/en-us/unreal-engine/animation-montage-in-unreal-engine

They're basically a one off, fire and forget animation asset. Rather than swapping out the sequence for the sequence player, just play a montage, then play a different montage as you need them

Epic Developer Community

Animation Montages are animation assets that enable you to combine animations in a single asset and control playback using Blueprints.

delicate totem
#

I don’t think that covers my scenario. In a dialog you play characters animations, voices sound and animate other things too

old falcon
nimble torrent
#

It depends on if this is a fully one-off cinematic - or if it's a conversation system.

#

Like in an RPG.

#

A one-off cinematic is probably best implemented as a level sequence.

#

A conversation system should probably be a combination of a state machine and montages.

delicate totem
viscid willow
nimble torrent
#

It's not clear exactly where your aiming elettro.

#

Because in a one-off cinematic - you probably wouldn't be swapping sequences out.

#

They'd all just be one sequence.

delicate totem
#

I think I’m misleading you. I’ll take the montage suggestion in mind but, as of now:
Is anyone experiencing crashes in my scenario in a built game?

nimble torrent
#

I know I'm not, but we're having trouble understanding your scenario because it's so odd.

#

It seems like you're doing something very strange, possibly something the engine wasn't designed for, which is why we're trying to understand what you're doing and why.

old falcon
nimble torrent
#

Rather than just saying "Nope, never experienced that!" And shrugging.

delicate totem
#

If you had ever, in UE5.4, done a thing like I did and you experienced no crash it’s apparently not a bug but something related to my setup. Although it’s strange because I tried on different computers and had the same result

nimble torrent
#

Sorry. I don't have enough experience with that system to tell you if it's a new bug.

#

If you share your code, and provide reproduction steps, it might be possible to debug it.

delicate totem
#

Thanks

old falcon
#

There's more people than I thought that just have their own unique way but expect straightforward answers huh
I fought the engine a lot, too, when I started. It really doesn't do you any favors

delicate totem
#

Still: if anyone is using 5.4.1 and have a minute to spare to check if changing the Level Sequence to a Level Sequence Actor at runtime make the game (not PIE) crash it would be appreciated

solar totem
#

Just to clarify, when you say Control Rig, you mean using the Sequencer to animate right?
Like this:

nimble torrent
#

Yep!

old falcon
#

Kind of a tough question here:
I have an UpperBody animation montage that I LBPB onto some combat pose. However, that animation has some undesired head pose that I want to remove in favor of the combat base pose for the head.

I see 2 ways to solve this:

  1. Create another LBPB layer e.g. "TorsoAndArms" and play the montage on that. Would work, kinda worried this might explode into all possible combinations of body parts as slots.
  2. Create a "Head" LBPB layer and explicitly tell the anim montage to play a different pose on the head. This however makes it so that the montage now makes assumptions about the underlying pose and likely won't be used for any other cases.

Any better suggestions? Or thoughts on these two approaches?

odd crest
#

Blend per Bone?

old falcon
wicked grotto
#

Is it possible to trigger a event from an Animation Blueprint Transition?

old falcon
wicked grotto
#

How do i get ther, i just dont see it?

#

oh its in the graph, i see

#

I guess i often confuse Events and Functions.
Where do i create the Event?
I know how to create functions but not Events.
Here you can see i created a function, but ofc i cant use it as event, my bad...

wicked grotto
#

I finally did it.
Thanks for the push in the right direction πŸ™‚

graceful tundra
#

running into a crushing issue at the moment. I see someone else on the forums ran into the same issue, but the listed fix doesn't work. After retargeting an animation to my imported skeleton (I tried a mixamo skeleton and an epic ue4 skeleton), I go to the newly created animation and open it. UE5 crashed immediately.
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 758]
Array index out of bounds: 40 into an array of size 40

UnrealEditor_DetailCustomizations
UnrealEditor_DetailCustomizations
UnrealEditor_DetailCustomizations
UnrealEditor_PropertyEditor
UnrealEditor_KismetWidgets
UnrealEditor_SlateCore
UnrealEditor_Slate
UnrealEditor_SlateCore
UnrealEditor_Slate
UnrealEditor_SlateCore
UnrealEditor_Slate
UnrealEditor_SlateCore
UnrealEditor_Slate
UnrealEditor

kernel32
ntdll

#

Tired in a different project as well and uninstalled all plugins

upbeat wave
#

When animating first person camera movements, is it common practice that you make these animations at the same time as the character animations(melee swing) and just treat the camera as an additional bone basically?

Or should you have them seperated and then blend them somehow?

graceful tundra
#

Update to the crash above: it only seems to happen when retargeting from the ue4 mannequin. I tried a retarget from a ue5 mannequin (a lyra animation) and I have no issues opening the newly created animation.

nimble torrent
upbeat wave
nimble torrent
#

If it's an animation that needs camera movement, yeah.

#

I strongly recommend keeping that kind of movement rare.

#

It makes some people ferociously nauseous.

old falcon
#

🀚

#

Me

bronze fable
pure void
#

Is it a bug? When using montage play, the returned length doesn't take the play rate into account. So I tried to get the play rate to multiply but it is always 1!

#

Ok using "Duration" instead of "Montage Length" gave the actual time. But I still don't get why play rate is not synced with the ABP...

nimble torrent
#

Being able to get both could be useful.

upbeat wave
nimble torrent
upbeat wave
nimble torrent
#

This is definitely something that's on a spectrum. The problem is usually when the visuals of what the person is seeing do not match the sensations of their body. This disconnect is what causes the nausea - it's an anti poison response. The body thinks "Oh no, it looks like I'm moving, but my proprioception says I'm not. I must have swallowed something that is causing me to hallucinate! Better vomit now to get the bad things out!"

#

So, undirected camera movements that are relatively stable (like, the character standing still and looking around) - those seldom cause much nausea, because the player is stationary.

#

It's when you start swinging the camera and the character around at the same time that people get real sick.

upbeat wave
nimble torrent
#

It can!

#

Look up 'GameUserSettings'.

upbeat wave
sacred fern
#

I think there is a bug in 5.4 or can someone explain this. Below is 5.3 vs 5.4 using my reload animation with idle additive. 5.4 adds head movements to the reload+additive that don't exist in the animations automatically in what appears to be based off of spine or neck rotation.

This is pretty game breaking for me unless I can find a workaround.

quiet egret
#

What's the best way to create animations for your third person character in Unreal Engine 5.4? I keep seeing a lot of level sequencer tutorials, but I thought there was an asset I could create to modify the specific bones and such of a my character's rig with keyframes, then save that as a "animation" asset

old falcon
quiet egret
#

Really? I'm surprised there isn't a separate thing for it, huh

#

cause I thought the level sequencer was mostly used for cutscenes, that stuff

old falcon
#

Sequencer can be used for more things than cutscenes

#

Animation being one of them :p

quiet egret
#

Like I can't seem to find a way to use my IK rig in the level sequencer

old falcon
#

I don't think you can, don't think that's what an IK rig is for either
You'd need to create a control rig. Or you can use a simple FK rig in sequencer too

quiet egret
#

huh I'm a bit more confused now, because for my modular rig it seems like all the modular components are in the right spot, but when moving say the hand or feet it doesn't change the rest of the body like the IK rig would

old falcon
#

Not sure I would expect the rest of the body to move... that would be an awfully long IK chain

quiet egret
#

well not really

#

for instance, my ik arms move my body by chaining the Shoulder R as the root, then Hand R has the finish goal. Then I have another solver that moves my shoulders based on my head and spines

#

etc

#

it's at most 3 bones

#

this is my modular rig lol

#

compared to ik

#

that's what i mean

old falcon
#

Then it's moving the shoulder, not the body, right? But anyways, might be the modular CR is set up wrong or just buggy. There's plenty of people having issues with it atm

quiet egret
#

despite the naming convention being correct

quiet egret
#

there's not a lot of info on modular rigs and ngl it's getting annoying

old falcon
#

They're too new, need more time in the oven. Plain CRs work though.

quiet egret
#

and i just crashed when attempting to change the gizmo controller size

viscid willow
vernal echo
#

I'm trying to bake animation to control rig but the option isnt coming up

old falcon
vernal echo
#

right i mean i did this last night.

#

it just wont show the option in the actions section

old falcon
#

Huh

vernal echo
#

last night i just added to manny to the sequencer. Added the animation and in actions bake to control rig

#

but the option isnt there

#

nvm its not under action but right clicking the mesh in sequencer

glossy dew
#

Hi. Was wondering if someone could assist me, please?
I am new to Unreal Engine and all of this - So I'm watching tons of YouTube videos and teaching myself as well.

Today, I downloaded preset characters and movements and spent hours of watching videos.
But I seem to be having an this issue where it seems to be compressing my character. Some movements work fine and some compress the character.

Is this an issue with the character, the movement or am I missing something perhaps?

opal jay
#

Does anyone is using animbp template? i want to know if its already stable

little walrus
warm garnet
#

What would be a good approach for creating a modular human than could be used for a dismemberment system? I can think of a few ways with some potential problems:

  1. Using a skeletal mesh component for each body part (all part of the same skeleton), play the same animation for all of these. This would be easy enough to create the dismemberment logic for, but I worry about performance and other complications keeping several skeletal meshes in sync.

  2. Using a single skeletal mesh, hiding parts of the mesh based on bone weights or some other method (does metahuman do this?)

Also worried about the seams that would be created between body parts. It's easy enough for a robot like character, but would having seams half way along the arms present problems graphically? Something i'd have to test I guess. Any info on a starting place for this would be great.

little walrus
#

It depends on how realistic you want it. Like dismemberment only on death? Or the character can lose limbs and still be alive?

old falcon
nimble torrent
#

I wouldn't use one.

nimble torrent
viscid willow
naive carbon
#

does anyone know how to rig eyes in unreal? or any material that I can learn from it ?

viscid willow
naive carbon
#

I think that would be IK controls am i right ?

nimble torrent
viscid willow
nimble torrent
viscid willow
nimble torrent
#

And, to improve the effect, you also probably want to use a Pose Driver.

#

The pose driver can be used to make the rest of the eye react when the eyeball rotates.

#

It can take some doing, but the effect is usually worth it.

viscid willow
nimble torrent
#

Ah - no. They just asked how to rig them. I assumed they were talking about real time.

#

So I'd use an animation BP.

#

If you want to control them in CR, then you could use a post-process animBP to drive the poses.

naive carbon
#

I have all the eye "housing" controls on blend shapes

#

then i want drive it using a post process animBP.

#

but I suck at rigging

nimble torrent
#

I think you can control blend shapes from within CR.

naive carbon
nimble torrent
#

Nice.

naive carbon
#

But thanks, i'll look at the aim constrain

nimble torrent
#

So yeah. Look for nodes called 'aim'.

#

πŸ‘

naive carbon
#

ok! thanks a lot

nimble torrent
#

Oh! Before you go!

naive carbon
#

yep

nimble torrent
#

If you have both eyes look precisely at the same thing, they tend to go crosseyed.

#

Usually the way I've set them up is to create a main control, and then one control for each eye as a child of that control.

#

So if you need to spread the eyes out to prevent them from being crosseyed, you can.

naive carbon
#

ohh I see. So I can cross them, and then manipulate all together.

nimble torrent
#

Yep.

naive carbon
#

got it! good call

nimble torrent
#

πŸ‘

viscid willow
nimble torrent
#

I think there's a 'Set Curve Value' node.

#

It's a bit... indirect.

#

Like - morph targets react to curves with the same name.

#

So when you set the curve value, the mesh picks up on that and reacts.

naive carbon
nimble torrent
#

πŸ‘

naive carbon
#

I was kinda hard to figure out how to use it at sequencer, almost no information available.

hoary tusk
#

Getting an error in UE5 about my skeleton having multiple roots? How do I fix this? This is my hierarchy for the skeleton in blender?

viscid willow
hoary tusk
#

that fixed it

viscid willow
#

πŸ‘

#

The armature node doesn't make it clear ~~pls blender nuke it in the updates πŸ™ ~~

last plume
#

Can you change your Blendspace Skeleton?

viscid willow
nimble torrent
#

Nope!

obsidian pawn
#

hey guys, I'm working with the grenade throw animation from mixamo, but it has movement in it (the character walks forward) which I don't want. is there a way I can edit in UE5 to remove the movement?

Ah ok, so I found root motion lock, just need to stop the lower body from animating now!

nimble torrent
#

You could blend the grenade animation in only on the upper body!

nimble torrent
obsidian pawn
nimble torrent
#

What does it do instead of work?

obsidian pawn
#

its all good tho

nimble torrent
#

That... might be the reason.

#

Blend depth is how many bones it spreads the blend over.

#

If you want no blend at all, you use 0.

obsidian pawn
#

ohhhh interesting!

#

I'm using an asset cause I hate anims and that's how it came configured

acoustic pike
#

why do my bones look like this?

#

my bones are moving but the mesh isn't following them

nimble torrent
#

One of them is moving, the one that the mesh is skinned too isn't.

acoustic pike
#

this is what it looks like in blender

nimble torrent
#

Yeah, so you can see that you have two separate sets of bones in there.

#

Where did you get this character from?

acoustic pike
#

ok, I deleted those extra bones

#

perhaps if I re-import the skeleton it might work?

#

didn't work

#

well if anyone has any idea on how to fix my issue, please feel free to educate me!

nimble torrent
#

Sorry, your skeleton is extremely complex looking, it's pretty clear that you also have some kind of control rig built over top of it.

#

Probably the person you need to ask what is going on is the person you got the model from.

old falcon
old falcon
#

But my setup in those is not any less alarming though, lol

viscid willow
old falcon
# viscid willow Can you see a use case where they would be useful?

If you never want to link a different ABP into a layer they can be useful. E.g. if you don't use linking at all.
Because then you just link the skeleton specific layers once at runtime and forget they ever existed.

The biggest problem is really that you cannot provide a sensible default implementation for a layer. So as soon as you unlink a layer you are left with nothing until you link again. And as far as I could see there is no easy way to "auto-link" a default ABP if a layer were to be left empty after unlinking.

#

Or if you have a very complex State Machine that you want to share across skeletons. Then they might be useful, too. But again, as soon as you need skeleton specific nodes that cannot be replaced by variables (e.g. LBPB) you enter a new dimension of inconvenience

marsh schooner
#

Hey guys, I haven’t played with the new skeleton editor yet. Does anyone know if it’s possible to take a skeleton, rig it, and turn that into a skeletal mesh in-editor?

old falcon
#

Like for example the UpperBodyBlend layer here. I used to link a default implementation on BeginPlay for this. But nothing is stopping me from accidentally unlinking it and being left with no UpperBodyBlend.
If I wanted to change the UpperBodyBlend temporarily at runtime, and then unlink that change, I'd also be left with an empty layer

old falcon
arctic fern
#

Man, 5.4's new auto-retargeting features so far seem to be an absolute disaster as far as I'm concerned

#

Sure, sure, this skeleton made in auto-rig pro supposedly matches the fortnite skeleton 100% but then you try to retarget and it's a jittery mess that's halfway through the floor

old falcon
arctic fern
#

My attempts at wrangling the new 5.4 retargeter has been a massive headache, the auto-retarget without a manual retargeter seemingly looks fine but the result is the model suddenly expanding to a massive size and out of position

#

And the manual IK retargeter's results are so much worse now

deep osprey
#

im a beginner at unreal and for some reason, when i press the play button, my characters pose returns to default standing

arctic fern
#

I think the 5.4 retargeter is bugged when it comes to skeletons created by Auto-Rig Pro, it doesn't seem to size them correctly

lusty venture
#

from blender? there’s some funky stuff you have to do to export from blender to unreal iirc

viscid willow
#

yep ☝️ scale is a very common problem coming from blender to unreal

arctic fern
#

The thing is, it was working just fine previously, minus having to reduce the scale of the skeletal mesh on import

#

Scaling it down manually in Blender, from my experience, introduces so many more problems

#

But now it feels like the new retargeter is being inconsistent on whether it wants to take scale into account or not

viscid willow
#

We've linked this one previously, but if scale is your problem I'd suggest this video: https://www.youtube.com/watch?v=YbWfoyf4MqI

In this video I will show you how to correctly export a character from Blender to Unreal Engine 5.

Common mistakes include issues with the scale of the root, joint orientations and differences between bones and joints. In this video I will talk about everything you need to know to correctly export rigged characters that follow Unreal Engine sta...

β–Ά Play video
#

sometimes the scale can be misleading, the model/skel mesh looks correct but the bone scale can be wrong which leads to plenty of issues

arctic fern
#

The thing is, again, this was not a problem before

viscid willow
#

interesting, and your root scale has been a cool consistent 1.0?

arctic fern
#

Same scale as the actual mesh, at least

nimble torrent
#

Does that that mean it's 1.0?

#

The retargeting has changed, and appears to be more sensitive to certain things. I think it's using limb and stride lengths to improve retargeting results.

arctic fern
#

So I decided to do a quick re-rig used a re-scaled version of the mesh (with the scale for the meshes applied so the scale is back to 1), with a quick bind without weight adjustments, imported into Unreal, and... WELP turns out the scale of the original mesh was the problem all along

#

Auto-Rig Pro is normally supposed to handle that problem

nimble torrent
#

Blender and Unreal really disagree about a lot of things, especially scale - so it's almost always worth checking what the scale on the root bone of your skeleton is when you import it.

#

If only to make sure that Blender hasn't done any 'forgetting about your FBX options' stuff.

arctic fern
#

Well, Auto-Rig Pro has its own export tool that normally handles that nonsense

#

It specifically has settings for Unity and Unreal export

#

But yeah looks like the new retargeting is much more sensitive to that sort of thing

#

Maybe someone should pin a message to let other folks know to absolutely make sure to scale the mesh properly in Blender, even if using Auto-Rig Pro

viscid willow
#

was the scale 50 by any chance?

typically I see it as 100 but ive seen a lot of people with a scale of 50 recently

#

the scale thing comes up every other day on this channel πŸ˜…

arctic fern
#

More like 10

#

Again, it looks like it was something Auto-Rig Pro normally smooths over, looks like taking the time to set the scale properly in Blender is absolutely essential now

#

Which kinda sucks because it's a pain to do

#

You'd be surprised how easy it is to completely misjudge how large your model is supposed to be while scaling it and you won't know until you've test-exported

deft furnace
#

Hey, I bought some animations that had a sword in them and it's not adding them, I'm a bit worried on what to do.

nimble torrent
full mirage
arctic fern
#

Just an FYI, I think the retargeting menu could do with some improvements, I wish I could just select the animation assets I've already selected rather than pick them out from potentially hundreds of others without any folder structure to figure out which is which, especially with some marketplace assets

twilit totem
#

hey all, need some help as i never used animations really, got a pack and using it wiht synty, but retargetting leaves funny results because the base ue5 mannqeuin has a different tpose, how can I change its A pose to a T pose? Is there a way I can modify the bone?

#

nvm decided to just delete the pack it came with, was a broken scam pack :)

nimble torrent
# deft furnace Unreal isn't adding the sword

OK, so when you say 'it's not adding the sword' do you mean:

  1. It's adding the sword mesh when I import the animations, but not adding it while playing back the animations.
  2. It's not adding the sword mesh when I import the animations.
nimble torrent
#

Nice job on the mouth swapping!

nimble torrent
#

Why are you guessing?

deft furnace
nimble torrent
#

OK, well. Animations don't contain meshes, just bones and movement. So an animation is never going to add a sword into a characters hand.

#

It just allows you to add a sword, and have it animated correctly.

#

(if it works as advertised, which is only sometimes true)

#

I would be surprised if an animation pack came with meshes. So the sword is probably not there.

#

You'll need to make your own!